Guarded Initiation

Guarded Initiation

in Thief

Posted by: KhainPride.3987

KhainPride.3987

Guarded Initiation: This trait now removes confusion in addition to its current removals. The health threshold has been reduced from 90% to 75%.

also grants 1.5k~ish more health points(tested in pvp)

Guarded Initiation

in Thief

Posted by: Sir Vincent III.1286

Sir Vincent III.1286

Still crap since confusion can punish a Thief if it’s covered by other conditions that this trait removes.

If confusion is covered by both weakness and vuln, the Thief will take damage from confusion for the first 2 attacks, which can bring the Thief well below 75%, thus the 3rd attack that should remove confusion will not trigger and the Thief will take another damage.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.

Guarded Initiation

in Thief

Posted by: Kicker.8203

Kicker.8203

Oh so thats why i had more hp. I though they buffed all thieves at first then my hp went bk to normal.

Guarded Initiation

in Thief

Posted by: Azure Prower.8701

Azure Prower.8701

Not for long.

Thief:

Guarded Initiation: Fixed a bug that caused this trait to grant bonus vitality.

Guarded Initiation

in Thief

Posted by: Kicker.8203

Kicker.8203

They should have changed the tooltip instead but anyway acro is terrible either way

Guarded Initiation

in Thief

Posted by: babazhook.6805

babazhook.6805

Still crap since confusion can punish a Thief if it’s covered by other conditions that this trait removes.

If confusion is covered by both weakness and vuln, the Thief will take damage from confusion for the first 2 attacks, which can bring the Thief well below 75%, thus the 3rd attack that should remove confusion will not trigger and the Thief will take another damage.

yet it works both ways.

In my s/d build as example where I tested the trait last night were I to have a burn and vuln stacked on me and used Infiltrators to get rid of it I would have to use it twice if the first one used took away the vuln (depending on priority). If I have this running and attack right away a single infiltrators will get rid of both.

As such this really helps make single condi removal traits more powerful. It means escapists triggering will not remove a vuln or slow. It means trickster running makes it likelier that sngle extra removal will be a damaging condition rather then vuln/slow/weakness.

The key to maximizing its use is attacking early and often so that weakness/vuln/slow is never on you and any confusions stacks that follow will get stripped away.

it also effective against power classes that use conditions to leverage their main attacks. As example a thief that likes to load weakness on you to setup his next attacks or a class that loads up vuln stacks so that his regular attacks hit harder. The 75 percent threshold makes a big difference here as you do have time to get that attack off and clear osome of those conditions.

It does require some thought to use well such as “I got 25 stacks of vuln on me and 70 percent health , use withdraw attack and vuln gone” but I do not mind that.

Is this enough to warrant taking it? It might need something like on removing one of these conditions via this trait gain 1 sec resistance but it too early to tell yet.

(edited by babazhook.6805)

Guarded Initiation

in Thief

Posted by: Sir Vincent III.1286

Sir Vincent III.1286

Still crap since confusion can punish a Thief if it’s covered by other conditions that this trait removes.

If confusion is covered by both weakness and vuln, the Thief will take damage from confusion for the first 2 attacks, which can bring the Thief well below 75%, thus the 3rd attack that should remove confusion will not trigger and the Thief will take another damage.

yet it works both ways.

In my s/d build as example where I tested the trait last night were I to have a burn and vuln stacked on me and used Infiltrators to get rid of it I would have to use it twice if the first one used took away the vuln (depending on priority). If I have this running and attack right away a single infiltrators will get rid of both.

As such this really helps make single condi removal traits more powerful. It means escapists triggering will not remove a vuln or slow. It means trickster running makes it likelier that sngle extra removal will be a damaging condition rather then vuln/slow/weakness.

The key to maximizing its use is attacking early and often so that weakness/vuln/slow is never on you and any confusions stacks that follow will get stripped away.

it also effective against power classes that use conditions to leverage their main attacks. As example a thief that likes to load weakness on you to setup his next attacks or a class that loads up vuln stacks so that his regular attacks hit harder. The 75 percent threshold makes a big difference here as you do have time to get that attack off and clear osome of those conditions.

It does require some thought to use well such as “I got 25 stacks of vuln on me and 70 percent health , use withdraw attack and vuln gone” but I do not mind that.

Is this enough to warrant taking it? It might need something like on removing one of these conditions via this trait gain 1 sec resistance but it too early to tell yet.

Keep in mind that this trait is competing for the same slot as Hard to Catch, so no, it is not worth picking regardless of the conditional situations where it can excel. There are other more reliable traits and skills that I can pickup instead of this one. If this trait removes all those selective conditions plus one other unspecified condition then it might be worth considering.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.

Guarded Initiation

in Thief

Posted by: babazhook.6805

babazhook.6805

Still crap since confusion can punish a Thief if it’s covered by other conditions that this trait removes.

If confusion is covered by both weakness and vuln, the Thief will take damage from confusion for the first 2 attacks, which can bring the Thief well below 75%, thus the 3rd attack that should remove confusion will not trigger and the Thief will take another damage.

yet it works both ways.

In my s/d build as example where I tested the trait last night were I to have a burn and vuln stacked on me and used Infiltrators to get rid of it I would have to use it twice if the first one used took away the vuln (depending on priority). If I have this running and attack right away a single infiltrators will get rid of both.

As such this really helps make single condi removal traits more powerful. It means escapists triggering will not remove a vuln or slow. It means trickster running makes it likelier that sngle extra removal will be a damaging condition rather then vuln/slow/weakness.

The key to maximizing its use is attacking early and often so that weakness/vuln/slow is never on you and any confusions stacks that follow will get stripped away.

it also effective against power classes that use conditions to leverage their main attacks. As example a thief that likes to load weakness on you to setup his next attacks or a class that loads up vuln stacks so that his regular attacks hit harder. The 75 percent threshold makes a big difference here as you do have time to get that attack off and clear osome of those conditions.

It does require some thought to use well such as “I got 25 stacks of vuln on me and 70 percent health , use withdraw attack and vuln gone” but I do not mind that.

Is this enough to warrant taking it? It might need something like on removing one of these conditions via this trait gain 1 sec resistance but it too early to tell yet.

Keep in mind that this trait is competing for the same slot as Hard to Catch, so no, it is not worth picking regardless of the conditional situations where it can excel. There are other more reliable traits and skills that I can pickup instead of this one. If this trait removes all those selective conditions plus one other unspecified condition then it might be worth considering.

This trait is more then just a little reliable. The low cooldown and easy trigger is key here. It every one second one of those conditions cleared as long as you attack. Attacking is easy.

Stack this up against SE and it compares favorobly , a condition every second taken off but unlike SE you do not stealth and stop attacking to do so. You just keep up the pressure.

Now it needs a limitation thus the 75 percent threshold and that is FINE but you have to use this in a build that has a good ongoing source of heals. If not prepared to go that route HTC a much better choice.

I was using this on S/d with IP and assassins traited to test its effficiency and you can push your health up over 75 percent rather easily and then clear those conditions off.

I have yet to try with staff but I am pretty sure this will work real nice with Staff and IP traited from the CS line where you can get those big fat heals in off those AOE vaults. Push health back over 75 percent and conditions come off.

It definitely works well in an SOM d/d condition build.

Now HTC ia a great skill and one that hard to give up for that fat endurance gain and stunbreak but if i trait RFI or Infiltrators signet or Shadowstep I should have plenty of stunbreaks. Do I need all that endurance? Time will tell. I am going to stick with it for a bit.

(edited by babazhook.6805)

Guarded Initiation

in Thief

Posted by: Sir Vincent III.1286

Sir Vincent III.1286

Still crap since confusion can punish a Thief if it’s covered by other conditions that this trait removes.

If confusion is covered by both weakness and vuln, the Thief will take damage from confusion for the first 2 attacks, which can bring the Thief well below 75%, thus the 3rd attack that should remove confusion will not trigger and the Thief will take another damage.

yet it works both ways.

In my s/d build as example where I tested the trait last night were I to have a burn and vuln stacked on me and used Infiltrators to get rid of it I would have to use it twice if the first one used took away the vuln (depending on priority). If I have this running and attack right away a single infiltrators will get rid of both.

As such this really helps make single condi removal traits more powerful. It means escapists triggering will not remove a vuln or slow. It means trickster running makes it likelier that sngle extra removal will be a damaging condition rather then vuln/slow/weakness.

The key to maximizing its use is attacking early and often so that weakness/vuln/slow is never on you and any confusions stacks that follow will get stripped away.

it also effective against power classes that use conditions to leverage their main attacks. As example a thief that likes to load weakness on you to setup his next attacks or a class that loads up vuln stacks so that his regular attacks hit harder. The 75 percent threshold makes a big difference here as you do have time to get that attack off and clear osome of those conditions.

It does require some thought to use well such as “I got 25 stacks of vuln on me and 70 percent health , use withdraw attack and vuln gone” but I do not mind that.

Is this enough to warrant taking it? It might need something like on removing one of these conditions via this trait gain 1 sec resistance but it too early to tell yet.

Keep in mind that this trait is competing for the same slot as Hard to Catch, so no, it is not worth picking regardless of the conditional situations where it can excel. There are other more reliable traits and skills that I can pickup instead of this one. If this trait removes all those selective conditions plus one other unspecified condition then it might be worth considering.

This trait is more then just a little reliable. The low cooldown and easy trigger is key here. It every one second one of those conditions cleared as long as you attack. Attacking is easy.

The main issue I’m having is that the new attack speed is proc’ing confusion more than once while this trait is on cooldown before actually removing it. Still the best course of action when I have confusion on me is to stop attacking rather than relying on this trait to remove it.

Stack this up against SE and it compares favorobly , a condition every second taken off but unlike SE you do not stealth and stop attacking to do so. You just keep up the pressure.

SE is actually a better choice against confusion because attacking triggers the damage. The current AA sequence of Dagger, for example, is just a little over 1s which means that confusion will trigger twice before getting removed. The Thief is basically applying pressure to him/herself.

Now it needs a limitation thus the 75 percent threshold and that is FINE but you have to use this in a build that has a good ongoing source of heals. If not prepared to go that route HTC a much better choice.

That’s the problem. The conditions that this trait is dealing with are none threat and more detrimental when trying to remove these conditions through this trait. It’s counter-productive.

I was using this on S/d with IP and assassins traited to test its effficiency and you can push your health up over 75 percent rather easily and then clear those conditions off.

I have yet to try with staff but I am pretty sure this will work real nice with Staff and IP traited from the CS line where you can get those big fat heals in off those AOE vaults. Push health back over 75 percent and conditions come off.

You’re simply covering this trait’s inefficiency with IP.

It definitely works well in an SOM d/d condition build.

Again, simply covering it’s inefficiency with SoM.

Now HTC ia a great skill and one that hard to give up for that fat endurance gain and stunbreak but if i trait RFI or Infiltrators signet or Shadowstep I should have plenty of stunbreaks. Do I need all that endurance? Time will tell. I am going to stick with it for a bit.

HtC is great since it frees up a utility slot and allows me to take an offensive skill instead (i.e. Fist Flurry) rather than Bandit’s Defense.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.

Guarded Initiation

in Thief

Posted by: babazhook.6805

babazhook.6805

Still crap since confusion can punish a Thief if it’s covered by other conditions that this trait removes.

If confusion is covered by both weakness and vuln, the Thief will take damage from confusion for the first 2 attacks, which can bring the Thief well below 75%, thus the 3rd attack that should remove confusion will not trigger and the Thief will take another damage.

yet it works both ways.

In my s/d build as example where I tested the trait last night were I to have a burn and vuln stacked on me and used Infiltrators to get rid of it I would have to use it twice if the first one used took away the vuln (depending on priority). If I have this running and attack right away a single infiltrators will get rid of both.

As such this really helps make single condi removal traits more powerful. It means escapists triggering will not remove a vuln or slow. It means trickster running makes it likelier that sngle extra removal will be a damaging condition rather then vuln/slow/weakness.

The key to maximizing its use is attacking early and often so that weakness/vuln/slow is never on you and any confusions stacks that follow will get stripped away.

it also effective against power classes that use conditions to leverage their main attacks. As example a thief that likes to load weakness on you to setup his next attacks or a class that loads up vuln stacks so that his regular attacks hit harder. The 75 percent threshold makes a big difference here as you do have time to get that attack off and clear osome of those conditions.

It does require some thought to use well such as “I got 25 stacks of vuln on me and 70 percent health , use withdraw attack and vuln gone” but I do not mind that.

Is this enough to warrant taking it? It might need something like on removing one of these conditions via this trait gain 1 sec resistance but it too early to tell yet.

Keep in mind that this trait is competing for the same slot as Hard to Catch, so no, it is not worth picking regardless of the conditional situations where it can excel. There are other more reliable traits and skills that I can pickup instead of this one. If this trait removes all those selective conditions plus one other unspecified condition then it might be worth considering.

This trait is more then just a little reliable. The low cooldown and easy trigger is key here. It every one second one of those conditions cleared as long as you attack. Attacking is easy.

The main issue I’m having is that the new attack speed is proc’ing confusion more than once while this trait is on cooldown before actually removing it. Still the best course of action when I have confusion on me is to stop attacking rather than relying on this trait to remove it.

Stack this up against SE and it compares favorobly , a condition every second taken off but unlike SE you do not stealth and stop attacking to do so. You just keep up the pressure.

SE is actually a better choice against confusion because attacking triggers the damage. The current AA sequence of Dagger, for example, is just a little over 1s which means that confusion will trigger twice before getting removed. The Thief is basically applying pressure to him/herself.

Now it needs a limitation thus the 75 percent threshold and that is FINE but you have to use this in a build that has a good ongoing source of heals. If not prepared to go that route HTC a much better choice.

That’s the problem. The conditions that this trait is dealing with are none threat and more detrimental when trying to remove these conditions through this trait. It’s counter-productive.

I was using this on S/d with IP and assassins traited to test its effficiency and you can push your health up over 75 percent rather easily and then clear those conditions off.

I have yet to try with staff but I am pretty sure this will work real nice with Staff and IP traited from the CS line where you can get those big fat heals in off those AOE vaults. Push health back over 75 percent and conditions come off.

You’re simply covering this trait’s inefficiency with IP.

It definitely works well in an SOM d/d condition build.

Again, simply covering it’s inefficiency with SoM.

Now HTC ia a great skill and one that hard to give up for that fat endurance gain and stunbreak but if i trait RFI or Infiltrators signet or Shadowstep I should have plenty of stunbreaks. Do I need all that endurance? Time will tell. I am going to stick with it for a bit.

HtC is great since it frees up a utility slot and allows me to take an offensive skill instead (i.e. Fist Flurry) rather than Bandit’s Defense.

By the same token I do not have to trait condition cleanses in ultility with this running in Acro. There is nothing inefficient about working around with heals to clean conditions. In fact this is the defintion of greater efficiency when you can get those heals to do more then just heal.We do not trait heals just to clean conditions. Heals are heals and work in their own right.

This is like claiming “Trickster ineffcient because we have to use withdraw to clear that extra condition” All this (GI trait) does is ADD to those other heals (ip/assassins) or add yet another condition cleanse to your existing heal.

Now it may it be inefficient to use your regular heal utility just to get over that 75 percent so as to kick in this rather then wait until it much lower so you can get more healing off the same , but there are going to be a whole lot of times when you have reasons to use that utility heal then and there such as getting over 90 percent for scholars or ensuring you over 50 percent health so that the enemies “when enemies health under 50 percent” traits do not kick in.

It is NOT efficient to fight a thief traited for Executioner and run at leass then 50 percent health. Stay above 50 percent and that a whole lot of mitigation. the same applies to necores and Close to death and so on.

(edited by babazhook.6805)

Guarded Initiation

in Thief

Posted by: Sir Vincent III.1286

Sir Vincent III.1286

Still crap since confusion can punish a Thief if it’s covered by other conditions that this trait removes.

If confusion is covered by both weakness and vuln, the Thief will take damage from confusion for the first 2 attacks, which can bring the Thief well below 75%, thus the 3rd attack that should remove confusion will not trigger and the Thief will take another damage.

yet it works both ways.

In my s/d build as example where I tested the trait last night were I to have a burn and vuln stacked on me and used Infiltrators to get rid of it I would have to use it twice if the first one used took away the vuln (depending on priority). If I have this running and attack right away a single infiltrators will get rid of both.

As such this really helps make single condi removal traits more powerful. It means escapists triggering will not remove a vuln or slow. It means trickster running makes it likelier that sngle extra removal will be a damaging condition rather then vuln/slow/weakness.

The key to maximizing its use is attacking early and often so that weakness/vuln/slow is never on you and any confusions stacks that follow will get stripped away.

it also effective against power classes that use conditions to leverage their main attacks. As example a thief that likes to load weakness on you to setup his next attacks or a class that loads up vuln stacks so that his regular attacks hit harder. The 75 percent threshold makes a big difference here as you do have time to get that attack off and clear osome of those conditions.

It does require some thought to use well such as “I got 25 stacks of vuln on me and 70 percent health , use withdraw attack and vuln gone” but I do not mind that.

Is this enough to warrant taking it? It might need something like on removing one of these conditions via this trait gain 1 sec resistance but it too early to tell yet.

Keep in mind that this trait is competing for the same slot as Hard to Catch, so no, it is not worth picking regardless of the conditional situations where it can excel. There are other more reliable traits and skills that I can pickup instead of this one. If this trait removes all those selective conditions plus one other unspecified condition then it might be worth considering.

This trait is more then just a little reliable. The low cooldown and easy trigger is key here. It every one second one of those conditions cleared as long as you attack. Attacking is easy.

The main issue I’m having is that the new attack speed is proc’ing confusion more than once while this trait is on cooldown before actually removing it. Still the best course of action when I have confusion on me is to stop attacking rather than relying on this trait to remove it.

Stack this up against SE and it compares favorobly , a condition every second taken off but unlike SE you do not stealth and stop attacking to do so. You just keep up the pressure.

SE is actually a better choice against confusion because attacking triggers the damage. The current AA sequence of Dagger, for example, is just a little over 1s which means that confusion will trigger twice before getting removed. The Thief is basically applying pressure to him/herself.

Now it needs a limitation thus the 75 percent threshold and that is FINE but you have to use this in a build that has a good ongoing source of heals. If not prepared to go that route HTC a much better choice.

That’s the problem. The conditions that this trait is dealing with are none threat and more detrimental when trying to remove these conditions through this trait. It’s counter-productive.

I was using this on S/d with IP and assassins traited to test its effficiency and you can push your health up over 75 percent rather easily and then clear those conditions off.

I have yet to try with staff but I am pretty sure this will work real nice with Staff and IP traited from the CS line where you can get those big fat heals in off those AOE vaults. Push health back over 75 percent and conditions come off.

You’re simply covering this trait’s inefficiency with IP.

It definitely works well in an SOM d/d condition build.

Again, simply covering it’s inefficiency with SoM.

Now HTC ia a great skill and one that hard to give up for that fat endurance gain and stunbreak but if i trait RFI or Infiltrators signet or Shadowstep I should have plenty of stunbreaks. Do I need all that endurance? Time will tell. I am going to stick with it for a bit.

HtC is great since it frees up a utility slot and allows me to take an offensive skill instead (i.e. Fist Flurry) rather than Bandit’s Defense.

By the same token I do not have to trait condition cleanses in ultility with this running in Acro. There is nothing inefficient about working around with heals to clean conditions. In fact this is the defintion of greater efficiency when you can get those heals to do more then just heal.We do not trait heals just to clean conditions. Heals are heals and work in their own right.

This is like claiming “Trickster ineffcient because we have to use withdraw to clear that extra condition” All this (GI trait) does is ADD to those other heals (ip/assassins) or add yet another condition cleanse to your existing heal.

There’s a big difference between Trickster and GI, Trickster doesn’t discriminate conditions and has no ICD in addition to the Trick Skills CDR. It is the most reliable condition removal trait and without the HP threshold limitations.

Now it may it be inefficient to use your regular heal utility just to get over that 75 percent so as to kick in this rather then wait until it much lower so you can get more healing off the same , but there are going to be a whole lot of times when you have reasons to use that utility heal then and there such as getting over 90 percent for scholars or ensuring you over 50 percent so that the enemies “when enemies health under 50 percent” traits do not kick in.

It is NOT efficient to fight a thief traited for Executioner and run at leass then 50 percent health. Stay above 50 percent and that a whole lot of mitigation. the same applies to necores and Close to death and so on.

If you have multiple stacks of confusion and you’re using dagger MH, you’re better off stop attacking rather than relying on this trait to remove the condition. Seriously, there’s no need to wonder about your HP or anything else, the conditions that this trait removes are non-threats as long as you stop attacking. The trait is not just inefficient, it’s also non-essential.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.

(edited by Sir Vincent III.1286)

Guarded Initiation

in Thief

Posted by: Kicker.8203

Kicker.8203

Have to give the point to Sir Vincent. This trait and the whole acro traitline is utter crap.

I’m glad they fixed sword auto aftercasts and bandit’s defense but I expected a “bit” more from this kind of patch that we get every 4 months.

Guarded Initiation

in Thief

Posted by: babazhook.6805

babazhook.6805

Have to give the point to Sir Vincent. This trait and the whole acro traitline is utter crap.

I’m glad they fixed sword auto aftercasts and bandit’s defense but I expected a “bit” more from this kind of patch that we get every 4 months.

He uses the line so how can it be “utter crap” ?

Guarded Initiation

in Thief

Posted by: babazhook.6805

babazhook.6805

Still crap since confusion can punish a Thief if it’s covered by other conditions that this trait removes.

If confusion is covered by both weakness and vuln, the Thief will take damage from confusion for the first 2 attacks, which can bring the Thief well below 75%, thus the 3rd attack that should remove confusion will not trigger and the Thief will take another damage.

yet it works both ways.

In my s/d build as example where I tested the trait last night were I to have a burn and vuln stacked on me and used Infiltrators to get rid of it I would have to use it twice if the first one used took away the vuln (depending on priority). If I have this running and attack right away a single infiltrators will get rid of both.

As such this really helps make single condi removal traits more powerful. It means escapists triggering will not remove a vuln or slow. It means trickster running makes it likelier that sngle extra removal will be a damaging condition rather then vuln/slow/weakness.

The key to maximizing its use is attacking early and often so that weakness/vuln/slow is never on you and any confusions stacks that follow will get stripped away.

it also effective against power classes that use conditions to leverage their main attacks. As example a thief that likes to load weakness on you to setup his next attacks or a class that loads up vuln stacks so that his regular attacks hit harder. The 75 percent threshold makes a big difference here as you do have time to get that attack off and clear osome of those conditions.

It does require some thought to use well such as “I got 25 stacks of vuln on me and 70 percent health , use withdraw attack and vuln gone” but I do not mind that.

Is this enough to warrant taking it? It might need something like on removing one of these conditions via this trait gain 1 sec resistance but it too early to tell yet.

Keep in mind that this trait is competing for the same slot as Hard to Catch, so no, it is not worth picking regardless of the conditional situations where it can excel. There are other more reliable traits and skills that I can pickup instead of this one. If this trait removes all those selective conditions plus one other unspecified condition then it might be worth considering.

This trait is more then just a little reliable. The low cooldown and easy trigger is key here. It every one second one of those conditions cleared as long as you attack. Attacking is easy.

The main issue I’m having is that the new attack speed is proc’ing confusion more than once while this trait is on cooldown before actually removing it. Still the best course of action when I have confusion on me is to stop attacking rather than relying on this trait to remove it.

Stack this up against SE and it compares favorobly , a condition every second taken off but unlike SE you do not stealth and stop attacking to do so. You just keep up the pressure.

SE is actually a better choice against confusion because attacking triggers the damage. The current AA sequence of Dagger, for example, is just a little over 1s which means that confusion will trigger twice before getting removed. The Thief is basically applying pressure to him/herself.

Now it needs a limitation thus the 75 percent threshold and that is FINE but you have to use this in a build that has a good ongoing source of heals. If not prepared to go that route HTC a much better choice.

That’s the problem. The conditions that this trait is dealing with are none threat and more detrimental when trying to remove these conditions through this trait. It’s counter-productive.

I was using this on S/d with IP and assassins traited to test its effficiency and you can push your health up over 75 percent rather easily and then clear those conditions off.

I have yet to try with staff but I am pretty sure this will work real nice with Staff and IP traited from the CS line where you can get those big fat heals in off those AOE vaults. Push health back over 75 percent and conditions come off.

You’re simply covering this trait’s inefficiency with IP.

It definitely works well in an SOM d/d condition build.

Again, simply covering it’s inefficiency with SoM.

Now HTC ia a great skill and one that hard to give up for that fat endurance gain and stunbreak but if i trait RFI or Infiltrators signet or Shadowstep I should have plenty of stunbreaks. Do I need all that endurance? Time will tell. I am going to stick with it for a bit.

HtC is great since it frees up a utility slot and allows me to take an offensive skill instead (i.e. Fist Flurry) rather than Bandit’s Defense.

By the same token I do not have to trait condition cleanses in ultility with this running in Acro. There is nothing inefficient about working around with heals to clean conditions. In fact this is the defintion of greater efficiency when you can get those heals to do more then just heal.We do not trait heals just to clean conditions. Heals are heals and work in their own right.

This is like claiming “Trickster ineffcient because we have to use withdraw to clear that extra condition” All this (GI trait) does is ADD to those other heals (ip/assassins) or add yet another condition cleanse to your existing heal.

There’s a big difference between Trickster and GI, Trickster doesn’t discriminate conditions and has no ICD in addition to the Trick Skills CDR. It is the most reliable condition removal trait and without the HP threshold limitations.

Now it may it be inefficient to use your regular heal utility just to get over that 75 percent so as to kick in this rather then wait until it much lower so you can get more healing off the same , but there are going to be a whole lot of times when you have reasons to use that utility heal then and there such as getting over 90 percent for scholars or ensuring you over 50 percent so that the enemies “when enemies health under 50 percent” traits do not kick in.

It is NOT efficient to fight a thief traited for Executioner and run at leass then 50 percent health. Stay above 50 percent and that a whole lot of mitigation. the same applies to necores and Close to death and so on.

If you have multiple stacks of confusion and you’re using dagger MH, you’re better off stop attacking rather than relying on this trait to remove the condition. Seriously, there’s no need to wonder about your HP or anything else, the conditions that this trait removes are non-threats as long as you stop attacking. The trait is not just inefficient, it’s also non-essential.

As I stated rather than just claim everything crap as some tend to do, I used this trait exclusively last night in Build one. I took it for my d/d condition build which harnesses the pwoer of the new assassins reward coupled with SOM.

This WvW where I tend to roam solo fighting enemies flipping camps.

This build was not changed in any way shape or form to be able to use the new GI.

Weakness slow vuln and confusion were rarely applied to me. As soon as they were on they were taken off in short order. It completly neutralized SLOW from the mesmers i fought and their confusion applications had little to no impact. The cleanses from my escapists that happned on evade were much more efficient in removing damaging conditions as Vuln, slow, weakness and confusion were never on me to act as covers.

While I had used HTC prior , this has a 30 second cooldown and so is unavailable a good deal of the time. While HTC a very good trait in this build GI is preferable for this specific build in my opinion. Stun break remained shadowstep which also became better at cleansing damaging conditions along with the RFI i always took in said build.

Contrary to the claim it better to stop attacking when confusion on you , in a d/d condition build this not the case. You have to keep presure on at all times to build this condition stacks and keep them there. The sooner I get rid of confusion the better and better yet it lasting 1 tick will not slow me. I get the damge back in a single attack.

I will spend some more time using this with s/d in the future. Again I take IP in the s/d build so am not changing anything just to run GI.

D/d Condition GI>HTC>Swindlers

(edited by babazhook.6805)

Guarded Initiation

in Thief

Posted by: Sir Vincent III.1286

Sir Vincent III.1286

Have to give the point to Sir Vincent. This trait and the whole acro traitline is utter crap.

I’m glad they fixed sword auto aftercasts and bandit’s defense but I expected a “bit” more from this kind of patch that we get every 4 months.

He uses the line so how can it be “utter crap” ?

That’s right. I’m not condemning the whole traitline, just the traits that supposed to have gone through a “rework” as oppose to “tweaks”.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.